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Ert Overhaul 4.0 #2552
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Ert Overhaul 4.0 #2552
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I am already liking the sound of this |
This is dope, let me meetwith the team to find out what types of ERT would be good to have prebaked |
While you're at it, make the ERT Engineer hardsuit fireproof please. |
If you need help mapping a ERT shuttle let me know |
RSI Diff Bot; head commit 6fdec08 merging into 13fa454 Resources/Textures/_DV/Clothing/Head/Hardsuits/ERThelmets/eliteertchaplain.rsi
Resources/Textures/_DV/Clothing/Head/Hardsuits/ERThelmets/eliteertengineer.rsi
Resources/Textures/_DV/Clothing/Head/Hardsuits/ERThelmets/eliteertjanitor.rsi
Resources/Textures/_DV/Clothing/Head/Hardsuits/ERThelmets/eliteertleader.rsi
Resources/Textures/_DV/Clothing/Head/Hardsuits/ERThelmets/eliteertmedical.rsi
Resources/Textures/_DV/Clothing/Head/Hardsuits/ERThelmets/eliteertsecurity.rsi
Resources/Textures/_DV/Clothing/OuterClothing/Hardsuits/ERTSuits/eliteertchaplain.rsi
Resources/Textures/_DV/Clothing/OuterClothing/Hardsuits/ERTSuits/eliteertengineer.rsi
Resources/Textures/_DV/Clothing/OuterClothing/Hardsuits/ERTSuits/eliteertjanitor.rsi
Resources/Textures/_DV/Clothing/OuterClothing/Hardsuits/ERTSuits/eliteertleader.rsi
Resources/Textures/_DV/Clothing/OuterClothing/Hardsuits/ERTSuits/eliteertmedical.rsi
Resources/Textures/_DV/Clothing/OuterClothing/Hardsuits/ERTSuits/eliteertsecurity.rsi
Resources/Textures/_DV/Markers/jobs.rsi
Resources/Textures/_DV/Objects/Medical/advancedcompactdefib.rsi
Resources/Textures/_DV/Objects/Weapons/Guns/Ammunition/Casings/laser_casing.rsi
Resources/Textures/_DV/Objects/Weapons/Guns/Ammunition/Magazine/Energy/laser_mag.rsi
Resources/Textures/_DV/Objects/Weapons/Guns/Battery/energygunadvanced.rsi
Resources/Textures/_DV/Objects/Weapons/Guns/Battery/immolator.rsi
Resources/Textures/_DV/Objects/Weapons/Guns/Battery/multi_lens_immolator.rsi
Resources/Textures/_DV/Objects/Weapons/Guns/Rifles/lasercarbine.rsi
Resources/Textures/_DV/Objects/Weapons/Guns/Rifles/lasercarbineert.rsi
Resources/Textures/_DV/Structures/Furniture/rollerbeds.rsi
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…rebase into ERT-Overhaul-4.0
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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Meowdy, taking this under direction review. From a technical perspective, it might be best to split this into 3 separate PRs- one adding advanced Defib, one overhauling guns, and the other adding ERT.
Hi there! Direction update here, this PR is really cool and we are putting it on our priority list, we should have a decision on this within a few days, at most one week. |
Hey again, here with direction feedback! First of all we love this PR and think its fantastic, we have some slight concerns mainly about the weapons being changed/added. Specifically, the IK carbine. We would like the IK carbine to be researchable, not orderable by cargo, and along with that we dont really see a reason to split it between the IK-30 and IK-60. Basically toss the IK-30 and put the IK-60 in its own research along with the ammo and magazines for it. Furthermore since its already full auto in its current iteration we would like it to have a full and semi auto fire mode. Other than that everything looks good. Oh and in the description of these new guns you may consider not including the word "laser" for energy projectiles. |
The main difference between IK-30 and IK-60 is that Ik-60 is ERT exclusive and better compared to Ik-30 as it has a 2 shot burst fire mode that acts a bit like the hyper fire mode of the AN-94. I might just make IK-30 researchable with full auto but give the special hyperburst to the IK-60 |
That would be fine, we would like the ik-30 to remain similar to the current ik60. As well as keeping more powerful guns out of the cargo manifest. |
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Couple of notes for whenever you move to the _DV
namespace:
- Comment out the ERT upstream backpacks to avoid repetition on the spawn menu.
- Remove the defibrillator PR from this one until it gets approved, meanwhile you can give them the
DefibrillatorCompact
. - JSON needs four space indentation and perma links to commits where you took them from cited at the copyright.
- The ERT elite helmet icons are too small for our format, they look weird on the action bar.
- Fix the order of the id, parent and name. The correct order is: type
>
abstract>
parent>
id>
name>
description>
components`.
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Add a end of file newline.
- state: box | ||
- state: bottle |
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Same here, remove two spaces from the indentation.
|
||
- type: entity | ||
name: advanced medicine bottle box | ||
parent: BoxCardboard |
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Inherit from the basic medicine box you made earlier to reduce repeated stuff like the description and sprite definition.
map: ["enum.GunVisualLayers.Base"] | ||
- state: mag-0 | ||
map: ["enum.GunVisualLayers.Mag"] |
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Change this line to use the ["enum.GunVisualLayers.MagUnshaded"]
map so the magazine aligns properly.
map: ["enum.GunVisualLayers.Base"] | ||
shader: unshaded | ||
- state: mag-0 | ||
map: ["enum.GunVisualLayers.Mag"] | ||
- state: mag-unshaded-0 | ||
map: ["enum.GunVisualLayers.MagUnshaded"] | ||
shader: unshaded |
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Unindent by two spaces.
map: ["enum.GunVisualLayers.Mag"] |
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Remove this to fix the double magazine.
components: | ||
- type: Sprite | ||
sprite: DeltaV/Objects/Weapons/Guns/Battery/immolator.rsi | ||
layers: | ||
- state: base | ||
map: ["enum.GunVisualLayers.Base"] | ||
- state: mag-unshaded-4 | ||
map: ["enum.GunVisualLayers.MagUnshaded"] | ||
shader: unshaded | ||
- type: Gun | ||
fireRate: 1.5 | ||
soundGunshot: | ||
path: /Audio/DeltaV/Weapons/Guns/Gunshots/laser.ogg | ||
soundEmpty: | ||
path: /Audio/DeltaV/Weapons/Guns/Empty/dry_fire.ogg | ||
- type: ProjectileBatteryAmmoProvider | ||
proto: BulletEnergyGunMediumImmolator | ||
fireCost: 100 | ||
- type: Battery | ||
maxCharge: 800 | ||
startingCharge: 800 | ||
- type: GunRequiresWield |
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You are missing the clothing component for it to show at the back.
- type: entity | ||
parent: BulletEnergyGunLaser | ||
id: BulletEnergyGunMediumImmolator | ||
name: Medium Immolator Bolt | ||
components: | ||
- type: IgniteOnCollide | ||
fireStacks: 1.0 | ||
|
||
- type: entity | ||
parent: BulletEnergyGunLaser | ||
id: BulletEnergyGunHeavyImmolator | ||
name: Heavy Immolator Bolt | ||
components: | ||
- type: IgniteOnCollide | ||
fireStacks: 1.5 | ||
- type: Projectile | ||
impactEffect: BulletImpactEffectRedDisabler | ||
damage: | ||
types: | ||
Heat: 45 | ||
soundHit: | ||
collection: MeatLaserImpact | ||
|
||
- type: entity | ||
parent: BulletEnergyGunLaser | ||
id: BulletEnergyGunLightImmolator | ||
name: Light Immolator Bolt | ||
components: | ||
- type: IgniteOnCollide | ||
fireStacks: .25 | ||
- type: Projectile | ||
impactEffect: BulletImpactEffectRedDisabler | ||
damage: | ||
types: | ||
Heat: 8 | ||
soundHit: | ||
collection: MeatLaserImpact |
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These need [ HideSpawnMenu ]
.
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: Tryded <[email protected]>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
About the PR
Port Paradise Station ERT, Correctly this time. https://www.paradisestation.org/wiki/index.php/Emergency_Response_Team
Why / Balance
Makes it quicker to spawn ERT via the use of gamerules
Centers the ERT's arsenal around Energy Weaponry
Removes Pulse Rifles from main ERT's arsenal
Creates tiers of ERTs for different levels of threats.
Technical details
YAML gaming
Media
Requirements
To do:
Guns
Clothing
Equipment
- [ ] Universal Pinpointers targeting the Team Leaderseparate PR[ ] Trash bags of holdingSpawning
- [ ] Gamerule for spawning ERT PodsSeparate PR- [ ] Map of the actual pods for the ERTSeparate PRBreaking changes
Changelog
🆑 Tryded